Will Playstation VR kill PC VR Games?

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11 Mar 2016
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Bare with me here, its all about the games in the next 3 years.

Many PSVR games will be exclusive and never show up on PC. +1 Sony

The ones that do go cross platform will no doubt suffer much more from shoddy porting. I imagine there are a thousand more ways a port from console VR to PC VR will make playing a serious headache. +1 Sony

Any AAA VR games on PC will show up on PSVR GUARANTEED! As it costs so much more to make, they will want to maximise revenue with playstation's installed base. +1 Sony

Only a very small percentage of PC Gamers will invest in VR (many are probably on this board!) = harder to make business case for genuinely great VR games. +1 Sony

PC can upgrade easier to handle VR now and its future. +1 PC

BUT

Its costs about the same as buying a PS4 + VR (currently) +1 Sony

Im struggling to find the strongh argument for PC VR here in 2016, other than the status of early adopting and having many more indie games through the likes of steam (but honestly, £700+ for indie game experiences???)

Lets see more +1 for the PC, do you know any?
 

I'm quite sure you'll see just how limited the console VR experience is going to be with 1080p visuals from a screen that is 1 inch from your eyeballs and a system that already struggles with 60fps at that resolution. Anyone with DK2 experience or even the Oculus retail at 1440p know just how important the resolution is as an absolute start-point.

This last point almost swayed me on the PC side, but then I read this from sony:

"Not every 1080P screen is the same. Ours has three subpixels per pixel, which means true RGB for every pixel; some of the other displays actually don’t have the full RGB for every pixel, so they have less subpixels per pixel.
The frame rate of PS VR is also very high, but probably the biggest effect is the optics. The designers have done a really good job at matching the optics to the field of view to the screen."

Of course, we wont be able to see it for real until october
 
Cheers Fluke, thats quite informative as I've wondered why such a high rate was needed in VR when, even at 60fps, games look smooth. Its the illusion of 120 fps when looking around that makes or breaks the experience maybe?
 
Maybe DX 12 / Vulcan hasnt been used smartly enough? i know no game thats been built ground up on those APIs which should help performance on current gen cards
 
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